I guess it's no surprise that the example you mention, Dream Askew, is a game that takes care to divide narrative duties up between the players. That makes you wonder why narrative tools weren't more popular in the days when games where dominated by GM roles (just because narrative duties are centralized in one person doesn't mean they're any less challenging to learn!).
Does it seem likely that shared-narrative games are the ideal environment for narrative tools? Like, are narrative tools any more important in a shared-narrative game than they are in a game with a traditional GM?